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Tulor
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Posted - 2005.07.14 16:41:00 -
[1]
You've probably experienced this. You are happily wandering through some low security chain with thoughts of sugarplumbs dancing in your head. As you innocently bounced from system to system with not a care in the world you are unaware of something dark and mysterious that is lurking up ahead. A gatecamp is waiting for you just a few jumps away, how are you going to survive it?
Section 1: "I see you!" The best way to survive a gate camp is to just avoid it. By now everyone should fully understand how to use the map functions. For the love of god, anytime you are travelling through .4 or lower, click on the "show kills in the last 1 hour" option just to check out your path. Most gatecamps have the subtlety of an angry bull elephant during mating season. Anytime you see 4+ kills you should be wary. +10 kills and you should be anxious. +60 kills and you should go home.
What do you do if you see a big red blob in your path? Here's what I do. If I can't plot a path around it (curse you low sec status) or I can't tell if there really is a gate camp or just some random people getting blown up in a complex I will park my shiny expensive toy in a nearby station and hop into a shuttle. Ah yes, shuttle. This bad boy aligns so fast that I gaurantee no empire gate camp will catch you, as long as you don't dawdle. Now jump into the system, look for a camp on both gates (use your scanner, but that's another FAQ) and then decide what to do. If your shuttle get's blown up please refer to the later section "OMG I got wtfpwned, what do I do?"
Section 2: "The horror, the horror" Let's say you weren't paying attention and ended up loading a system full of mean flashy red guys trying to kill you. Let's figure out what kind of situation you are in:
Option A: Snipers Snipers don't usually work in groups, which is fine with me. Snipers are also the least dangerous of all the gate camps you can find. If you warp into a system and you see a battleship really far away from the gate, chances are he's sniping.
Threat level: Low Positive: No scram for you! Negative: No way you can retaliate
Option B: Sentry Tankers Sentry tankers can work solo or as a team. Teams are much more lethal than solo of course. But a solo bship can still roast an industrial really really fast. Prepare to be locked down.
Threat level: High Positive: If you get a few friends you could BBQ them Negatives: You are going to get scrammed, webbed, locked down, etc.
Option C: 0.0 camp So this is the worst. Hope that this doesn't happen to you. The thing about 0.0 camps is that there are no restrictions on the aggressors. This means they are free to use all the tools at their disposal that you just don't see in empire. Expect to see warp bubbles, tackling inties, and other nifty toys that lower your chance of survival even further.
Threat level: really really really high Positives: Um.... It will be painless? Negatives: Nuff said
Yarrr! |

Tulor
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Posted - 2005.07.14 16:42:00 -
[2]
Section 3: "AKA, step 2 didn't help me much you jerk. I'm still going to die!"
Oh fine, just relax. The best way to survive is to simply not panic. Whenever you load a new system you are cloacked for a while. Of course, autopilot ruinds this so my first real tip is to turn off autopilot everytime you jump. If the gate is clear just click the autopilot button and away you go. This also saves your arse if the pirate gatecamp is on a different gate in the system.
Now, as long as you turned off autopilot you have some time to breath. I'm sure the first few seconds won't be very productive, so take a deep breath and relax.
Options? What kind of ship are you in? Are you fast in aligning? Are you full of warp core stabs? Could you tank the damage from the campers long enought to get back to the gate? Are there tacklers? These are the questions you need to ask yourself. Get as much information as fast as you can so you can make your decision.
Run AWAY!: In a fast ship? Full of warp core stabs (GRRR)? Then you might just be in luck. Figure out what heavenly body you are closes in line with and try to warp away. This tactic is nice for shuttles and inties.
Make a break for the gate: Awesome tank but not so good on the whole warping fast thing? Well if you have an mwarp on that bship/hac you could get back to the gate before you get popped. Just make sure you don't take a pot shot at them while you fly back.
Vanishing act: One of the most effective tactics in empire is to use a cloaking device! Usually empire gate camps are in bships and can't get to your location fast enough to break your cloak. Just activate cloak and do whatever you want. In 0.0 you aren't so lucky. There are lots of tactics used to drop the cloak on someone so I won't go into them. All I'll say though is try to be unpredictable.
Negotiate: Let's say you don't have stabs, your tank sucks, and you know you can't align any faster than say, a Caldari battleship full of novacaine. In this case feel free to explain to the pirates in local. Try saying, "Okay you got me. I just jumped through and I know there's no way I can warp away before you pop me. Can I pay you for safe passage." When your warp in cloak fades don't move, they would see that as an attempt to align. Instead be polite and curteous and you might just get out losing nothing more than a fraction of what your ship is worth.
Section 4: "OMG, I got wtfpwned!" So you are losing your ship? Get ready to lose your pod! Just joking. Here's how to save your pod. press ctrl-alt-shift E, ctrl-alt-shift T and ctrl-alt-shift F12. This will turn off effects, turrents, and sound. Now that this is done start aligning somewhere you can warp to. continously try and warping to that point. When you ship gives out a few things will happen. Ship explosion causes a little lag. Since you turned off all those fancy things the lag should be almost 0. Pods warp almost instantly, so as long as you were dutifuly trying to warp somewhere you should start warping almost immediately. If you don't turn off effects, etc. you will most likely get lagged up by the pretty explosions only to find that you are now located some 50 jumps away in a nice cloning facility.
And that's that. Just remember that if you do die in eve (and you will) don't start whining to the killers. It doesn't get you anywhere.
Yarrr! |

Magic Trev
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Posted - 2005.07.14 17:11:00 -
[3]
Sticky nice guide ------------------
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Miss Daisey
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Posted - 2005.07.14 17:15:00 -
[4]
Is it me or have there been a lot of posts lately that should be stickied?? Woah. ^_^ TIME OF DIE! -_-;; |

Dark Shikari
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Posted - 2005.07.14 17:31:00 -
[5]
Sticky   --
Want your POS to make money? Call me up. I've designed POSs that make upwards of 50m a day. |

Gift
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Posted - 2005.07.14 17:44:00 -
[6]
Originally by: Tulor
Option A: Snipers Snipers don't usually work in groups, which is fine with me. Snipers are also the least dangerous of all the gate camps you can find. If you warp into a system and you see a battleship really far away from the gate, chances are he's sniping.
Threat level: Low Positive: No scram for you! Negative: No way you can retaliate
Cant say I agree with that assessment but just to add a little more detail:
Snipers: Lethal to frigs & indys, dangerous to cruisers & low risk to battleships unless in a group. Tankers: Easily avoided by frigs, lethal to cruisers & indys & dangerous to battleships if in a group.
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SkyHawKer
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Posted - 2005.07.14 17:50:00 -
[7]
i know understand why i ge podded so often

/me turns all effects off
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Trepkos
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Posted - 2005.07.14 18:08:00 -
[8]
*Claps* ----------------
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Ashley Sky
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Posted - 2005.07.14 18:35:00 -
[9]
You forgot about insta-jumps, which are the obvious solution to gate camps with no warp bubbles. This makes you nearly invulnerable on the in-jump, no matter what ship you are flying (this is why instas suck). I have set insta-jumps from a random point in space to a gate to get a better angle that the campers aren't expecting.
For the jump out, use a frig/inty with 4 lowslots for nanofibers. Add a micro-warp drive and an ECM burst or sensor dampers and you can break the range of gate campers and warp out.
With insta-jumps and tweaked nanofiber frigs, you can get through just about anything.
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Macel
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Posted - 2005.07.14 18:38:00 -
[10]
Get a blockade runner. Get instas. Don't worry if there's an alliance gate camping 0.0 entrance with 30 ships anymore.
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Dionysus Davinci
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Posted - 2005.07.14 18:45:00 -
[11]
Addtional Surviablity:
Using the System Scanner to check gates.
So, you jumped into a system and don't have instas but you notice in local that their are quite a few badies around. You can check to see if the gate is camped by warping to the nearest planet (don't go to a moon ) and narrow the scanner to a more sharpened 90 degree view angle and then look at the gate. Run system scanner with overview settings being used. This way you can see if their is a gate camp or worst to check if they have a bubble up. I myself have a saved overview profile that removes things like rats, etc. to just down to player ships and stuff like Mobile disrupters. If you want to be extra careful you can warp to a planet near the planet that is near the gate and scan it to see if their is anybody watching the planet or any pos about.
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SHYBUM1
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Posted - 2005.07.15 04:25:00 -
[12]
Originally by: Ashley Sky You forgot about insta-jumps, which are the obvious solution to gate camps with no warp bubbles. This makes you nearly invulnerable on the in-jump, no matter what ship you are flying (this is why instas suck).quote]
I would also have to protest to that statement the jump in, insta jumps or not, for almost all ships your just as vulnerable to a good sniper that is alone or in a group. Most good snipers can put enough damage on you to pop you on the jump in one or two cycles (frig,indy,cruiser)but also in most cases they will need back up to lock you in time. so the safer ships on the jump in against a lone sniper or group would be a shuttle or BS. Ops ships have a high chance of cloaking in time as well but its not as safe as the other two options.
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Tulor
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Posted - 2005.07.15 07:18:00 -
[13]
I don't really consider snipers all that dangerous compared to the other camps for a few reasons.
A) Snipers sacrifice damage for range. Using long range ammo is a huge hit to the damage potential of large guns. A sentry tanker will have closer range weapons with more damaging ammo and can generally do more damage.
B) Snipers can't stop you from getting away. They have from the moment you uncloak until the moment you enter warp to kill you. That's not a lot of time on some ships, and definately not enough time to kill the new 1600 mm plate cruisers/hacs or bships.
I'm not saying that snipers suck because they don't. I'm just saying that you have the best chance of getting away from them than the other two versions of gatecamps. I will concede the point of frigates though. Snipers do better against frigates than sentry tankers now with the missile changes.
Yarrr! |
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Eris Discordia

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Posted - 2005.07.15 09:12:00 -
[14]
Originally by: Miss Daisey Is it me or have there been a lot of posts lately that should be stickied?? Woah.
I think I have some good threads stickied here including this one 
I ♥ my pink dreadnought of pwnage Mail [email protected] if you have any questions. |
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Reeut
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Posted - 2005.07.19 15:31:00 -
[15]
Yell NAP NAP NAP NAP as you run through the camp 
Ive been messing with the claw recently and if i fit 4 nano's I can pretty much evade any camp as long as im fast with hitting the MWD and the campers are not sat on the gate.
If they are sat on the gate I go in on an angle and hope 
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Lilan Kahn
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Posted - 2005.07.19 16:05:00 -
[16]
fly your cov op thure the gate camp how to beat campers 
Originally by: Eris Discordia
We break after X amount of threads, then we go wild and then we get our medication.
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Drunk Driver
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Posted - 2005.07.19 17:06:00 -
[17]
"How to survive a gatecamp."
Grease your whole body with lard and you'll pop right on through.
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Kadarin
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Posted - 2005.07.19 17:06:00 -
[18]
Originally by: SHYBUM1 Edited by: SHYBUM1 on 15/07/2005 04:50:17 Edited by: SHYBUM1 on 15/07/2005 04:48:53
Originally by: Ashley Sky You forgot about insta-jumps, which are the obvious solution to gate camps with no warp bubbles. This makes you nearly invulnerable on the in-jump, no matter what ship you are flying (this is why instas suck).
I would also have to protest to that statement the jump in, insta jumps or not, for almost all ships your just as vulnerable to a good sniper that is alone or in a group. Most good snipers can put enough damage on you to pop you on the jump in one or two cycles (frig,indy,cruiser)but also in most cases they will need back up to lock you in time. so the safer ships on the jump in against a lone sniper or group would be a shuttle or BS. Ops ships have a high chance of cloaking in time as well but its not as safe as the other two options.
In 0.0, if you are in a small ship and inbound to the gate, you are also very much vulnerable to a BS that is equipped with smartbombs. You are also not likely to get your pod out in time.
If you are going through an area where someone like this is known to operate, you will want intel (monitor alliance chat, if applicable, and actively seek intel there), and also you may want to warp to a pre-arranged vantage point off the gate first.
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Mark Starkiller
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Posted - 2005.07.21 10:21:00 -
[19]
Is possible to survive this? hehe I had insta to the gate, but lag was so horrible i couldn do anything....lost a ship and get killed in few seconds
Victim: Mark Starkiller Corporation: Yesodic Nomads Corp Destroyed Type: Scorpion Solar System: EC-P8R System Security Level: 0.0
Involved parties:
Name: Brigitte (laid the final blow) Security Status: 1.2 Corporation: S.A.S Ship Type: Armageddon Weapon Type: Mega Pulse Laser II
Name: Zandramus Security Status: 3.2 Corporation: S.A.S Ship Type: Armageddon Weapon Type: Unknown
Name: NuDiLz Security Status: 4.7 Corporation: Victims of Confusion Ship Type: Deimos Weapon Type: Unknown
Name: Nagilum Security Status: 3.5 Corporation: Victims of Confusion Ship Type: Apocalypse Weapon Type: Unknown
Name: gasnor Security Status: 2.4 Corporation: S.A.S Ship Type: Crow Weapon Type: Unknown
Name: SorcNow Security Status: 3.3 Corporation: Victims of Confusion Ship Type: Taranis Weapon Type: Unknown
Name: zincol Security Status: 4.5 Corporation: S.A.S Ship Type: Wolf Weapon Type: Unknown
Name: Koth Krakenworth Security Status: 1.1 Corporation: S.A.S Ship Type: Claw Weapon Type: Unknown
Name: MaeY Security Status: 5.0 Corporation: Victims of Confusion Ship Type: Crow Weapon Type: Unknown
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Ikvar
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Posted - 2005.07.21 10:29:00 -
[20]
Originally by: Mark Starkiller Is possible to survive this? hehe I had insta to the gate, but lag was so horrible i couldn do anything....
Yeah it is, don't jump into EC  __________________
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Masochist
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Posted - 2005.07.22 11:32:00 -
[21]
In some cases......(and in post there are numerous) Eject from your ship and warp off. It will be highly apreciated.(ask for the 1 isk donation after).
As well to be more serious...you will safe your sorry ass.
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Cassendra
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Posted - 2005.10.11 23:45:00 -
[22]
There is now also the Sniper Missile Camp (TM).
Rogues can work solo or in group. Raven is the ship of choise. The pirate will sit outside gate gun range and fire a torrent of cruise missiles. Good thing is you can get away if you pay attention or have a fast ship. Bad thing is that if you are in any slow ship, little can be done.
Threat level: Low for very small ships. Moderate for Medium sized. High for BS¦s, Haulers and Battlecruisers.
Examples of recent kills:
Victim: Alliance: Corporation: Destroyed Type: Scorpion Solar System: System Security Level: 0.3
Involved parties:
Name: Cassendra (laid the final blow) Security Status: -4.4 Alliance: Unknown Corporation: Crusaders Ship Type: Raven Weapon Type: Wrath Cruise Missile I
2005.10.08 22:06:00
Victim: Alliance: Corporation: Destroyed Type: Cyclone Solar System: System Security Level: 0.3
Involved parties:
Name: Cassendra (laid the final blow) Security Status: -5.3 Alliance: Unknown Corporation: Crusaders Ship Type: Raven Weapon Type: Wrath Cruise Missile I
2005.10.08 22:49:00
Victim: Alliance: Corporation: Destroyed Type: Armageddon Solar System: System Security Level: 0.3
Involved parties:
Name: Cassendra (laid the final blow) Security Status: -5.5 Alliance: Unknown Corporation: Crusaders Ship Type: Raven Weapon Type: Wrath Cruise Missile I
Names of victims have been removed for the sake of avoiding flaming.
--------x--------- Cassendra Assassin. Merc. Pirate. Crusaders
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Jenny Spitfire
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Posted - 2005.10.12 00:27:00 -
[23]
Edited by: Jenny Spitfire on 12/10/2005 00:27:07
Originally by: Cassendra There is now also the Sniper Missile Camp (TM). Involved parties:
Name: Cassendra (laid the final blow) Security Status: -5.5 Alliance: Unknown Corporation: Crusaders Ship Type: Raven Weapon Type: Wrath Cruise Missile I
Names of victims have been removed for the sake of avoiding flaming.
I am interested in being a Gate Engineer. Did you by any chance use similar setup?
Thanks.
RecruitMe@NOINT! |

Cassendra
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Posted - 2005.10.12 00:39:00 -
[24]
I am interested in being a Gate Engineer. Did you by any chance use similar setup?
Thanks.
Unlike the opinions in the thread you actually CAN nail afk shuttles in a Raven from 200k. All you need is max missile speed skills and 4-5 sensor boosters II in med slot. You will also need 5 BCU in lowslot and cruise launcher II in highslot. This of course necessitates an AFK shuttle/Frig and vastly improves the potential for ganking all smaller and faster ships. You will need a fair amount of Missile SP and preferably Caldari BS lvl 5 to make it possible. The key is to take advantage of the huge stacking benefits you get from training all missile related skills to a high level.
As any sniping setup, you are of course a sitting duck if a couple of battleships land next to you accompanied by some covert ops.
--------x--------- Cassendra Assassin. Merc. Pirate. Crusaders
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Sonos SAGD
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Posted - 2005.10.12 04:46:00 -
[25]
the way i got out of a ganked camp i instaed to a gate and jumped and started heading back thought he gate,
since most campers use bs he had to take that extra 15k which gave my rupture time to get back to the gate
although i did get webbed and lost 80% of my shield i mannaged to insta back to the camped gate and get though unharmed take that WOR
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sesanti
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Posted - 2005.10.12 16:51:00 -
[26]
Edited by: sesanti on 12/10/2005 16:51:47 My first and only encounter with a 2 person-gate camp happened this last saturday (or sunday).
I decided to go scout a bit of the deep 0.0 systems in the GW, so i got to this system i can't recall the name of. It was one of the first with a station with a factory on it... Deep space seems to be pretty empty.. of EVERYTHING.. lol 
I checked the minerals, docked, checked the market, and when i was going back to MH, at the gate there was this snig guy, Marconius, if i don't remember bad... He targeted me, attacked me and i hitted MWD. Managed to jump safely (i was in a Rifter, he got half of my shield in one shot). On the other side there was this other Snig guy, didn't check his name (sorry ). He tried to warp scramble me but luckily for me, it seemed he targetted an Archangel Legionnaire that was around the gate (or somethin like that), so i could get away. They didn't chase me back to MH, so i imagine they were gate camping... (i think). So that's how u survive a gate camp... with a lot of luck  ______________________________________________ The ShadowMaster -
<I am a guy... don't mind the portrait> |

Lafiele
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Posted - 2005.10.12 23:07:00 -
[27]
OK what are warp bubbles! |

Berak FalCheran
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Posted - 2005.10.13 00:43:00 -
[28]
another helpful tip:
If you jump into a camp, and you're in a ship that can't align quickly... while cloaked see if you can find something to warp to thats as close to 'straight ahead' as you can (as opposed to some gate 180 degrees away from where you're pointing). If you can minimize your align time, you may be able to escape the camp, even in an indy, or bigger ship.
Originally by: Malthros Zenobia In short: Cry me a river, build a bridge, and get over it.
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Mrmuttley
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Posted - 2005.10.13 06:05:00 -
[29]
Warp bubbles
Interesting bits of kit that stop insta using pilots and also stop people warping away from gates they just jumped through if set up properly.
Not always effective and sometimes the gatecamp runner will end up 200 km and more from the gate. well beyond any effective firepower.
If your in a heavy ship its sometimes worth it to shoot the bubble thats holding you. Your probably going to die anyway but might as well go down trying
If your in an interceptor then just MWD out of there.
Every gate camp I ever saw in empire could be survived by flying thru them in a fast interceptor. in 0.0 beware the "Disco" smartbombing apoc 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Hmmm I need a Sig |

Shiraz Merlot
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Posted - 2005.10.18 22:32:00 -
[30]
Originally by: Lafiele OK what are warp bubbles!
Mobile warp disruptors. So-called because they look a bit like a soap bubble.
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Rabbit Fufu
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Posted - 2005.10.19 21:46:00 -
[31]
Edited by: Rabbit Fufu on 21/10/2005 23:15:17 Edited by: Rabbit Fufu on 21/10/2005 22:54:28 Edited by: Rabbit Fufu on 20/10/2005 14:35:40 Surviving a gate camp in a hauler.....errr change that to "improving your chances in a hauler"
If you are a hauler your capacity = profitability. Nearly every suggestion on how to survive a gate camper in a hauler involves many low slot nanofibers and WCS. This is bad. Haulers need their lows slots.
Here are a couple points I have for haulers that use indys for their capacity;
1) ALWAYS USE INSTA'S. If you just found a nifty new trade route. Park your indy, buy a shuttle (every station sells them), bookmark the route in both directions, go back get your indy. Your instas should land you right on top of the gate, if you need to fly in the last few meters of your jump your insta sucks, do it over.
2) You cannot out fight or out run your opponent. My experince with good snipers is that within 4 seconds of uncloaking they have targeted me and laid about 2000 points of damage on me. Your indy takes about 30seconds to get target lock and about about 1 minutes to crawl back to the gate. Fighting and/or flying are not options.
3) Because of point 1 and 2 I never 'fly'. I never use Autopilot. If you are flying you are dead. This means you don't need a MWD or AFTERBURNER which frees up considerable Power Grid.
4) Because I warp onto gates I have little risk during the approach to the gate.
5) The threat for an Insta equiped pilot is during the jump away from the gate. The are two issues here. First you need to not get warp scrambled, second you need to not get killed during the align/warp sequence.
6) Getting Scrambled. When you come out of the gate you are at some point on an invisible sphere 15km from of the gate. If the pirate is close enough to use a scrambler, and his scramble points are greater than your anti-scramble points you will lose your ability to warp. Then you will die. Your defense verse this is Warp Core Stabalizers (WCS) but they take low slots and I am stingy about giving up low slots. In .5+ I rarely fit a warp stab. If you are going to get suicided, it dont matter what you are carrying. And in .5+ most attacks are suicide.
In .1-.4 I fit 1 warp stab. Most pirates use one strength 1 scrambler. They need the slots for other purposes and dont want to mount two of them. The strength 2 scramblers have 1/3 the range of the strength 1 ones, reducing the chances of warping in their range. This makes them less desireable for pirates.
In 0.0 I.....well I just don't go there. My ship and implants are worth to much to risk a situation (warp bubble) that has no chance of escape.
7) Aligning. Get the Cloak ability and mount a cloaking device. When you come out of a gate your ship is cloaked. As soon as you move to start your alignment your ship comes out of cloak. With a cloaked ship you can align your ship for the jump while cloaked. When you come out of cloak you only need to get to warp speed. In my case of a 4 cargo expander Iteron V this changes my time from decloak - warp from 18 seconds down to about 8 seconds. (and that is with my Evasive Manuvering 5, Spaceship Command 5). The Cloaking devices have many draw backs and are not the end all solution but can nearly cut the time you are exposed in half.
8) With all that power you saved on an AB/MWD you can now mount a nice Shield Extender. Add to that some active hardners, I recommend a couple invunerablity ones. You will only be exposed for about 8 seconds between comming out of cloak and warp. Dont worry so much about the cap drain.
9) Cheat. If you have a choke point on a route, make an alt and log in before your jump or Pay some newb in local a couple hundered thousand isk to jump thru before you.
Fly Safe - Rabbit Fufu
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Soltaria Gonte
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Posted - 2005.12.18 03:59:00 -
[32]
Eh two months since last post... but gotta comment.
Very niec guide, has at the very least given me some ideas for when Ii start heading that low.
Also... very funny. Great read all around.
Originally by: Tac Anderson The font is making baby jesus cry. Really. Right before his birthday too...you guys are mean.
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Kim Trin
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Posted - 2005.12.18 06:30:00 -
[33]
Very nice guide. Though I still feel helpless, at least I know I'm not doing anything wrong. 
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Arti K
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Posted - 2005.12.18 11:18:00 -
[34]
Y'all could stop flying industrials and start flying combat ships? Then you can fight your way out 
Originally by: Skzcaptain 0.0 is a huge dueling zone.
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Eudoxus
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Posted - 2005.12.19 07:31:00 -
[35]
Hi there, I replied but it didnt seem to take so trying again...
I gotta ask on this point:
"With a cloaked ship you can align your ship for the jump while cloaked."
I have a covert ops Cheetah. When I pop thru a gate I get the 'free cloak' like everyone else. But I do not know how to initiate any kind of aligning/moving without losing the 'free cloak' and needing to pop on my covert ops one. If someone can tell me how to utilize that free cloak to get aligned (which clearly isnt an option for other kinds of ships) on account of being a covert ops capable ship/character, please let me know. Even with covert ops, if given the choice I would prefer being aligned coming out of the free cloak if given the choice!
Regards,
Eudoxus
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Berilac
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Posted - 2005.12.19 09:35:00 -
[36]
Originally by: Eudoxus Hi there, I replied but it didnt seem to take so trying again...
I gotta ask on this point:
"With a cloaked ship you can align your ship for the jump while cloaked."
I have a covert ops Cheetah. When I pop thru a gate I get the 'free cloak' like everyone else. But I do not know how to initiate any kind of aligning/moving without losing the 'free cloak' and needing to pop on my covert ops one. If someone can tell me how to utilize that free cloak to get aligned (which clearly isnt an option for other kinds of ships) on account of being a covert ops capable ship/character, please let me know. Even with covert ops, if given the choice I would prefer being aligned coming out of the free cloak if given the choice!
Regards,
Eudoxus
you can't use the "free cloak" to allign, however, you can use your covert ops cloak or any other cloak to allign. what you do is wait a second on your regular cloak (so that everyone in the gatecamp is not on their toes about locking someone down) and double click anywhere in space. As quickly as you can after that, click your cloak, or use the shortcut (f+whatever number slot your cloaks in i.e. f1 for first hi-slot and so on) if you do this quickly, there is almost no way for them to get you. No matter what, when you cloak, move around. No doubt people will try to get within 2.5km of you and de-cloak you in the few seconds they have where they know your rough location.
ofc, with the covert cloak, you can just warp, otherwise, just point your ship in the right direction, wait till its going full speed, and decloak. Once you are decloaked, warp to the planet (perhaps at a funny distance like 60km or 80km, set ofc to your default warp to so you dont have to navigate a menu while you are not cloaked) then cloak again, to make sure any followers in the form of inties have trouble getting you. If they do come, rinse and repeat.
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Eudoxus
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Posted - 2005.12.19 09:57:00 -
[37]
Thanks for that Berelac,
The first paragraph makes sense and is what I have been doing thus far.
The second paragraph you completely lost me. what is 'ofc'? With covert cloak you can just warp, otherwise point your ship in right direction, wait till going full speed and decloak? decloak? If i was cloaked i am not going to decloak before warping since i can warp while cloaked. Do you mean for people WITHOUT the ability to warp while cloaked (ie covert ops less than 3 and cloaking less than 4?). Then I think I can see what you mean. The only potential problem here I think is when in that situation your 'full speed' is a crawl (or was for me in my cheetah as i had a crappy cheapo cloaker prototype and couldnt get anything better to run on the ship).
As an aside, can you be 'found' with scanners/probes or some such while you are sitting in the 'free cloak' mode everyone has access to? Can you be found in that mode if someone is within 2km of you like with covert ops or is it a different kind of cloak?
Regards,
Eudoxus
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Teles666
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Posted - 2005.12.19 14:14:00 -
[38]
You can't fit a covert ops to a industrial - or anything else for that matter - only covert ops ships.
If you know your gonna get shot at my choice would be a viator - it's got decent cargo, warp strength ship bonus and is fast, very fast.
Using an improved prototype to cloak would be your best bet - in a viator you could get up to 50m/s before having to decloak. Of course you only get about 5km3 with this setup but for hauling valuables thats plenty.
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Berilac
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Posted - 2005.12.20 23:05:00 -
[39]
Edited by: Berilac on 20/12/2005 23:06:24
Originally by: Eudoxus Thanks for that Berilac,
The first paragraph makes sense and is what I have been doing thus far.
The second paragraph you completely lost me. what is 'ofc'? With covert cloak you can just warp, otherwise point your ship in right direction, wait till going full speed and decloak? decloak? If i was cloaked i am not going to decloak before warping since i can warp while cloaked. Do you mean for people WITHOUT the ability to warp while cloaked (ie covert ops less than 3 and cloaking less than 4?). Then I think I can see what you mean. The only potential problem here I think is when in that situation your 'full speed' is a crawl (or was for me in my cheetah as i had a crappy cheapo cloaker prototype and couldnt get anything better to run on the ship).
As an aside, can you be 'found' with scanners/probes or some such while you are sitting in the 'free cloak' mode everyone has access to? Can you be found in that mode if someone is within 2km of you like with covert ops or is it a different kind of cloak?
Regards,
Eudoxus
ok, you don't just magicaly gain the ability to warp while cloaked when you get the right skills, you need to use a covert ops cloak, and to use that, a covert ops frig.
and yes, i do mean for people who are using a cloak on something other that a covert ops frig. ofc=of course
ofc, with the covert cloak, you can just warp, otherwise = translated: If you have the covert ops cloak on, you can just warp otherwize (without one) you can use these simple ideas...
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Kinsy
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Posted - 2005.12.21 08:18:00 -
[40]
Edited by: Kinsy on 21/12/2005 08:24:04 I love gatecamps, so easy to pop.
I hate warp core stabs. Theyre for indies and thats it.
I have to transport ships quite often. In order to get back as fast as pos, i want to warp fast, so this is what i use:-
highs - just neuts. guns on if your transporting but mostly use nos and neuts. meds - atleast 1 sensor booster and 1 MWD, the rest jammers and tracking disruptors. lows - ALL nanos.
You warp as fast as a AF or cruiser, if youve got 7-8 lows. Ive blown past double sensor booster camps with no trouble. If you get caught, you can either jam/disrupt and drain him, forcing him to die or warp out (no cap to tank), or you can mwd back to the previous gate, jump, count to 10, jump back in and find the pirate has gone to wait out his aggression timer.
As for lots of valuables - nothing beats a blockade runner transport. Resistances means nothing less than a fleet of longrange snipers is going to instapop you, you'll be gone after the first volley, and you got +2 core strength. Most people dont bother chasing them :)
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Eighthsyn
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Posted - 2005.12.28 07:39:00 -
[41]
Originally by: Masochist Edited by: Masochist on 22/07/2005 16:17:54 In some cases......(and in post there are numerous) Make the wallet from the pirats blink (donate wile your cloacked and are typing you want to pay). This in order to show your good will. Done that your agressor should be more patient while randsoming you. Do not panic stay calm look at the situation you are in. Are they acepting? Are that missiles already launched and cant be stopped by them? Stay calm and before it gets hopeless or when you think they still will pod you after randsome>>eject ship. your agressors most likely will be too surprised to target very fast (wich is needed for a pod)
It will be highly apreciated as well.(ask for the 1 isk donation after).
As well to be more serious...you will safe your sorry ass.
Would this be a "okay good shot, you got me" show no hard feelings? Or so they can place the coins over your eyes to pay the ferryman?
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Tony Fats
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Posted - 2005.12.28 23:35:00 -
[42]
Excellent resource.
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Dyvim Slorm
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Posted - 2005.12.29 02:23:00 -
[43]
Also check the map for podkills in the last hour as well as ships.
A few lost ships (3 or 4) could be unlucky complex runners, but if there's podkills as well you can expect trouble.
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podadot
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Posted - 2006.01.10 01:05:00 -
[44]
One thing I don't think anyone mentioned is the use of ECM and cloak. Recently my Mammoth was locked by a gatecamper after coming through a gate and trying to warp. I managed to break his lock and cloak, using my shield booster I managed to avoid being popped by the time I broke his lock, though I was down to about 2/3 hull.
Using this setup I dont give up any low slots to WCS. Also, when traveling through low sec, I don't use cargo expanders more expensive than Expanded Cargohold I. I don't use any named mods at all either, to minimize any loot if I do get popped.
Also, after cloaking I advise immediately moving off at an odd angle, usually including "up" or "down" so as to help avoid the other ship getting close enough to uncloak you.
In my case, the camper himself either cloaked or warped after I cloaked, after which I was safely able to limp to a station, my poor Mammoth burning all the way. Of course I was empty at that time. I'm sure next time I'll be full of cargo and not be so lucky
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Veetor
Gallente Acme Manufacturing
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Posted - 2006.09.09 02:24:00 -
[45]
Would someone please tell me what a BCU is? Ive looked all over and no one ever spells it out. Anywhere. Thx in advance. My greatest achievement is constantly being underestimated. |

Horatio Nately
808 Enterprises
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Posted - 2006.09.09 07:15:00 -
[46]
Originally by: podadot One thing I don't think anyone mentioned is the use of ECM and cloak. Recently my Mammoth was locked by a gatecamper after coming through a gate and trying to warp. I managed to break his lock and cloak, using my shield booster I managed to avoid being popped by the time I broke his lock, though I was down to about 2/3 hull.
if you are on gate approach ECM won't do a damn thing for you unless you have a mad fast lock time in your hauler
Originally by: Veetor Would someone please tell me what a BCU is? Ive looked all over and no one ever spells it out. Anywhere. Thx in advance.
Ballistic Control System ---------------------------------------
What Alt? CEO, 808 Enterprises |

Sakura Nihil
Tharsis Security
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Posted - 2006.09.09 12:36:00 -
[47]
Tbh, snipers are not effective against frigs or shuttles, as long as you don't just autopilot to the gate. Just max out your transversal, and spiral into the gate, but ofc that's too difficult for most of EVE to understand .
Still, a good read, great job .
Tharsis wants you - click it ;) |

Veetor
Gallente Acme Manufacturing
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Posted - 2006.09.09 13:19:00 -
[48]
Thanks Horatio....( I would have found BCS on my own tho) My greatest achievement is constantly being underestimated. |

Krayd Devre
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Posted - 2006.09.12 13:04:00 -
[49]
I've tried before to turn the turret and effects off to reduce lag, but it only seems to work after docking/relogging (?)
How is this supposed to save one's pod when lagging, without having to play with all off 23/7?
or am I missing something here ?

O RLY? |

Kolmogorow
Freedom Resources
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Posted - 2006.09.12 21:35:00 -
[50]
Originally by: Ashley Sky For the jump out, use a frig/inty with 4 lowslots for nanofibers. Add a micro-warp drive and an ECM burst or sensor dampers and you can break the range of gate campers and warp out.
I'm in doubt this strategy is the right one: ECM-Burst has only a small range of effect (5 km) and doesn't help against any ships in distance or snipers and you need at least two or three of them (and enough cap load available) to have enough ECM-strength against cruisers or even battleships. The micro-warpdrive can be deadly because it increases your signature radius by 500%, makes your frig as big as a cruiser and increases the damage you suffer with every shot. A sensor dampener might help at least against one ship but that is not enough in a gatecamp. In addition it requires to lock your enemy and this has to go very very fast. I tried this once in a gatecamp - and failed: A sniping Megathron and Tempest at the same time locked my small sig radius Vigil so fast that I was in an egg before I had locked one of them. Obviously they used sensor boosters (and passive targeters which let the unexperienced victim think a second too long "hey, why don't they attack me?").
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mallina
Caldari Turbulent
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Posted - 2006.09.12 21:47:00 -
[51]
nanos + improved cloak + MWD = win
when you jump in, align somewhere and quickly activate your MWD followed by your Cloak. when the MWD deactivates, decloak and hit warp. if done right, you warp instantly and not even a sensor boosting interceptor would be able to get a lock on you in time.
only thing that could catch you out is Bubbles, in which case the best thing to do is normally MWD straight back for the gate. if nanoed up then you'll probably make it easily (i survived 8 HACs and 3 recons in my Viator this way), unless its a heavy camp. t1 haulers will have difficulties with it, though, but then you shouldnt be flying t1 haulers through 0.0 without scouting :) ----------- <3 Turbulance |

Kolmogorow
Freedom Resources
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Posted - 2006.09.12 23:01:00 -
[52]
Hm, sounds interesting! Doesn't it work with an AB instead of MWD (which is difficult to fit on a T1 hauler)?
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mallina
Caldari Turbulent
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Posted - 2006.09.12 23:46:00 -
[53]
Originally by: Kolmogorow Hm, sounds interesting! Doesn't it work with an AB instead of MWD (which is difficult to fit on a T1 hauler)?
you need an MWD and Improved Cloak for it to be an instant-warp, having an AB and/or Proto cloak on will make the warping faster but it wont be instant. the MWD boost makes up for the speed loss from the cloak so when you uncloak you'll have enough speed to warp :) ----------- <3 Turbulance |
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Santiago Cortes
Caldari Forum Moderator Interstellar Services Department

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Posted - 2006.09.13 05:35:00 -
[54]
*Locked*
Please let sleeping threads lie and check the dates of posts 
eve-crc.net | forum rules | c.a.o.d forum rules | [email protected] |
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